It is said time is a flat circle - and we perceive time like a needle on a record, that everything that can happen has happened already.

Two scientists hope they have found a way to lift the needle, and light the way in these dark, dark times...

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Unloop is a short, narrative, point and click adventure game about time travel.

It's made in Unity with Adventure Creator (sorry AGS, I still love you most ofc <3).

I can't say too much about the story as it's so short but you play as Alby who has time travelled.You interact mostly with your assistant Ben, who you need to try to convince that you are not JUST time travelling.

It was done in about 10 days by a team of 3 - a programmer, an artist and a writer/musician.

If you give it a go, let me know what you think!

(It plays about 10 to 30 mins depending on how much you like to look at stuff )

Myself and alxalxalx are proud to announce what I believe is both our first foray into the world of full-length games.

Point Of No Return is an interactive LP - imagine you wrote an album and thought "Hey, wouldn't it be cool if someone could not only play my album and listen to it, but if they could also 'play' it literally". Well, that's pretty much what when through the mind of alxalxalx and I took up the challenge to create the 'play' part.

Story

You play as the captain of the Calico Reverie. You are on a mission to complete the construction of an AB gate in the Emrud system. Once completed, the gate you construct will connect to another gate near earth and allow fast travel between the two locations.

Credits

Music and story by alxalxalxGraphics and programming by xilPromotional poster by Hugo Passarinho (onedarkbird.com)

The entire game will take place for the length of the album (once completing a play-through you will however be able to unlock an unlimited mode).The game will be played from a first-person perspective.You can interact with the ship's systems and on-board computer by loading your Retinal Console Device (RCD).Progressing the story will require accessing and querying a database of information (similar to Her Story) as well as manipulating systems available from the RCD.

Press ESC to access the menu in-game.If you have mouse speed issues run winsetup.exe and make the game windowed.

Because of the 2 week time limit, only the first part is available so this is a fairly short game. It is heavily inspired by Kentucky Route Zero so it plays more like an interactive story than a traditional point and click adventure.

Ben Smith: Art, music, scripting, story and dialogueGillian Green: Story and dialogue

MAGS is a monthly competition for amateur adventure game makers. The idea is to create a game in under a month, following the rules set by the previous winner. It aims to help you work to a deadline, improve your skills, or provide a kick-start into making adventure games. Regardless of skill, MAGS is for everyone. Voting is based on "favorite" games, and not the most artistic, or the best coded. If you have bad art skills, use it as a chance to do some graphic work. If you're sub-standard at coding, use it as a chance to give scripting a go. Ultimately, people will vote for the most enjoyable entry.

You may get help for the competition, although you must end up doing something yourself. You should however be warned that it proves difficult to organize a big team within thirty days. You are not allowed to use material already created before this competition. Your game must be completely new! Music and sound is an exception; you can use free material that is available to the public, if you wish. Modules and templates are also allowed.

Entering MAGS is simple. First, conceptualise your game following the month's criteria (see top). Second, create your game fueled only by coffee. Finally, post your game in this thread, including:

✓ A working download link✓ The title of your game✓ A suitable in-game screenshot

At the end of the month, voting will begin, usually lasting for fifteen days. The winner chooses the next month's theme, and their name and game is immortalised in the MAGS Archive. For more information, please visit the Official MAGS website.

Aractaur is a black comedy point & click adventure starring Dirk Longerwood as the would-be hero. When even the Special Forces can't take out a spider-alien-thing, Dirk must step in and save the world himself.

So in summary, I've got a global value 'achM' set to an audio channel and I play some music in it in the first room, then for the outro I stop the music. I have no issues with this on a PC so does anyone have any ideas as to why it doesn't work in Wine or how I can possibly stop it from crashing?

To use a very low resolution using the new AGS build.To have a no voice acting and a new unique speech style.To to try to improve upon my last attempt at a 1-click or 'tap' interface that could be used universally (PCs, phones, tablets etc).

So far I've just been chucking in global variables called something like storySection1Panel - I'll set this to a number (just in case of multiple states) and then change it when the player opens the panel for example. In the room load function I then just check for all the various story global variables I have for that room and update the required objects, hotspots, walkable areas etc

I've had a look in the modules and I found a something by Calin Leafshade called Story State. It's download link is broken but he does go on to say that it's only good for 50 levels or states. That worries me a lot for a full-length game, it seems rather few considering that in a small proof of concept I have already used about 5 story states in a single room. Although I do love the idea of setting the 5th story state to true and it will auto set 4, 3, 2, 1 to true as well, that would save a lot of time when testing.

Am I missing something silly that's more built into AGS than I know about or does everyone else follow the same route of just adding in global variables?

I've been doing a few tests on various devices as I've recently made a super low res game (160x90 in the new alpha 3.4.0.3) and have had issues with the mouse movement in fullscreen. No matter what settings I play with and what hardware I use, there still seems to be something off with the mouse movement (I'm not sure if anything was ever even addressed as the other topics just seemed to fizzle out months/years ago).

All tests have been windows 7 based using the following equipment:

a laptop (running at 1366x768) using the track pad

a laptop (running at 1366x768) using a default cheap mouse with no drivers

a desktop PC (running at 1080p) using a high end razer gaming mouse (razer synapse drivers - similar to logitech and set point I imagine)

a desktop PC (running at 720p) using a default cheap mouse with no drivers

I've used pretty much all of the combinations of settings to scale the game when in fullscreen and all act the same.

The best fullscreen mouse movement seems to be split between the laptop using the track pad and the desktop PC 720p with default mouse no drivers. The worse movement is on my desktop PC with the razer mouse tweaked for optimal FPS settings (high DPI, polling rate etc).

However, in every single case, no matter what tech or drivers, there is definitely mouse acceleration present (I play a lot of FPS games so I know when my mouse doesn't feel right). It ranges from barely noticeable to horribly evident and unusable. My problem is that whatever settings I set my razer mouse/windows settings to (0 acceleration everywhere possible) it is still present when running fullscreen in the AGS engine.

I can live with no settings to change sensitivity in game as it's trivial to set my mouse speed to whatever works with the game (sensitivity options for the user would be perfect, but not needed).

Starlit Grave is a very short intro to a game set on a space ship based around the theme: Aftermath.I had recently come back to game making and the January MAGS theme really inspired me.However, I started about 3 weeks late, so what I have so far is not exactly everything I wanted to get done.

To use a very low resolution using the new AGS build.To have a no voice acting RPG-esque speech style.To to try to design a 1-click or 'tap' interface that could be used universally (PCs, phones, tablets etc).

The game will be released in full not in sections or 'episodes'.The sections are merely going to be a way to break up the game story-wise and to help get play testing done quicker.

Expected completion date: Summer 2016

Development Diary:

Feb 2, 2015Released the first version of Starlit Grave. Introduction almost fully implemented along with about 20% of Section 1.

I would love some feedback on what people think about what is essentially a proof of concept at the moment. E.g. - Do you like the interface? - Does it need more explanation or more of a tutorial? - Did you like the relatively serious story mixed with a pixelated style?

If you have other feedback related to graphics or questions about how I achieved some of the interface/game design then please feel free to PM me.